导语
贪吃蛇,大家应该都玩过。当初第一次接触贪吃蛇的时候 ,还是我爸的数字手机,考试成绩比较好,就会得到一些小奖励,玩手机游戏肯定也在其中首位,毕竟小孩子天性都喜欢~
当时都能玩的不亦乐乎。今天,我们用Python编程一个贪吃蛇游戏哦~
正文
1.将使用两个主要的类(蛇和立方体)。
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#Snake Tutorial Python
import math
import random
import pygame
import tkinter as tk
from tkinter import messagebox
class cube( object ):
rows = 20
w = 500
def __init__( self ,start,dirnx = 1 ,dirny = 0 ,color = ( 255 , 0 , 0 )):
pass
def move( self , dirnx, dirny):
pass
def draw( self , surface, eyes = False ):
pass
class snake( object ):
def __init__( self , color, pos):
pass
def move( self ):
pass
def reset( self , pos):
pass
def addCube( self ):
pass
def draw( self , surface):
pass
def drawGrid(w, rows, surface):
pass
def redrawWindow(surface):
pass
def randomSnack(rows, item):
pass
def message_box(subject, content):
pass
def main():
pass
main()
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2.创造游戏循环:
在所有的游戏中,我们都有一个叫做“主循环”或“游戏循环”的循环。该循环将持续运行,直到游戏退出。它主要负责检查事件,并基于这些事件调用函数和方法。
我们将在main()功能。在函数的顶部声明一些变量,然后进入while循环,这将代表我们的游戏循环。
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def main():
global width, rows, s
width = 500 # Width of our screen
height = 500 # Height of our screen
rows = 20 # Amount of rows
win = pygame.display.set_mode((width, height)) # Creates our screen object
s = snake(( 255 , 0 , 0 ), ( 10 , 10 )) # Creates a snake object which we will code later
clock = pygame.time.Clock() # creating a clock object
flag = True
# STARTING MAIN LOOP
while flag:
pygame.time.delay( 50 ) # This will delay the game so it doesn't run too quickly
clock.tick( 10 ) # Will ensure our game runs at 10 FPS
redrawWindow(win) # This will refresh our screen
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3.更新屏幕:通常,在一个函数或方法中绘制所有对象是一种很好的做法。我们将使用重绘窗口函数来更新显示。我们在游戏循环中每一帧调用一次这个函数。稍后我们将向该函数添加更多内容。然而,现在我们将简单地绘制网格线。
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def redrawWindow(surface):
surface.fill(( 0 , 0 , 0 )) # Fills the screen with black
drawGrid(surface) # Will draw our grid lines
pygame.display.update() # Updates the screen
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4.绘制网格:现在将绘制代表20x20网格的线条。
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def drawGrid(w, rows, surface):
sizeBtwn = w / / rows # Gives us the distance between the lines
x = 0 # Keeps track of the current x
y = 0 # Keeps track of the current y
for l in range (rows): # We will draw one vertical and one horizontal line each loop
x = x + sizeBtwn
y = y + sizeBtwn
pygame.draw.line(surface, ( 255 , 255 , 255 ), (x, 0 ),(x,w))
pygame.draw.line(surface, ( 255 , 255 , 255 ), ( 0 ,y),(w,y))
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5.现在当我们运行程序时,我们可以看到网格线被画出来。
6.开始制作贪吃蛇:蛇对象将包含一个代表蛇身体的立方体列表。我们将把这些立方体存储在一个名为body的列表中,它将是一个类变量。我们还将有一个名为turns的类变量。为了开始蛇类,对__init__()方法并添加类变量。
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class snake( object ):
body = []
turns = {}
def __init__( self , color, pos):
self .color = color
self .head = cube(pos) # The head will be the front of the snake
self .body.append( self .head) # We will add head (which is a cube object)
# to our body list
# These will represent the direction our snake is moving
self .dirnx = 0
self .dirny = 1
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7.这款游戏最复杂的部分就是翻蛇。我们需要记住我们把我们的蛇转向了哪里和哪个方向,这样当头部后面的立方体到达那个位置时,我们也可以把它们转向。这就是为什么每当我们转向时,我们会将头部的位置添加到转向字典中,其中值是我们转向的方向。这样,当其他立方体到达这个位置时,我们就知道如何转动它们了。
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class snake( object ):
...
def move( self ):
for event in pygame.event.get():
if event. type = = pygame.QUIT:
pygame.quit()
keys = pygame.key.get_pressed()
for key in keys:
if keys[pygame.K_LEFT]:
self .dirnx = - 1
self .dirny = 0
self .turns[ self .head.pos[:]] = [ self .dirnx, self .dirny]
elif keys[pygame.K_RIGHT]:
self .dirnx = 1
self .dirny = 0
self .turns[ self .head.pos[:]] = [ self .dirnx, self .dirny]
elif keys[pygame.K_UP]:
self .dirnx = 0
self .dirny = - 1
self .turns[ self .head.pos[:]] = [ self .dirnx, self .dirny]
elif keys[pygame.K_DOWN]:
self .dirnx = 0
self .dirny = 1
self .turns[ self .head.pos[:]] = [ self .dirnx, self .dirny]
for i, c in enumerate ( self .body): # Loop through every cube in our body
p = c.pos[:] # This stores the cubes position on the grid
if p in self .turns: # If the cubes current position is one where we turned
turn = self .turns[p] # Get the direction we should turn
c.move(turn[ 0 ],turn[ 1 ]) # Move our cube in that direction
if i = = len ( self .body) - 1 : # If this is the last cube in our body remove the turn from the dict
self .turns.pop(p)
else : # If we are not turning the cube
# If the cube reaches the edge of the screen we will make it appear on the opposite side
if c.dirnx = = - 1 and c.pos[ 0 ] < = 0 : c.pos = (c.rows - 1 , c.pos[ 1 ])
elif c.dirnx = = 1 and c.pos[ 0 ] > = c.rows - 1 : c.pos = ( 0 ,c.pos[ 1 ])
elif c.dirny = = 1 and c.pos[ 1 ] > = c.rows - 1 : c.pos = (c.pos[ 0 ], 0 )
elif c.dirny = = - 1 and c.pos[ 1 ] < = 0 : c.pos = (c.pos[ 0 ],c.rows - 1 )
else : c.move(c.dirnx,c.dirny) # If we haven't reached the edge just move in our current direction
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8.画蛇:我们只需画出身体中的每个立方体对象。我们将在蛇身上做这个绘制()方法。
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class snake( object ):
...
def draw( self ):
for i, c in enumerate ( self .body):
if i = = 0 : # for the first cube in the list we want to draw eyes
c.draw(surface, True ) # adding the true as an argument will tell us to draw eyes
else :
c.draw(surface) # otherwise we will just draw a cube
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9.结束游戏当我们的蛇物体与自己碰撞时,我们就输了。为了检查这一点,我们在main()游戏循环中的功能。
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for x in range ( len (s.body)):
if s.body[x].pos in list ( map ( lambda z:z.pos,s.body[x + 1 :])): # This will check if any of the positions in our body list overlap
print ( 'Score: ' , len (s.body))
message_box( 'You Lost!' , 'Play again...' )
s.reset(( 10 , 10 ))
break
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10.蛇类–重置()方法现在我们将对重置()方法。所有这些将会做的是重置蛇,这样我们可以在之后再次玩。
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class snake():
...
def reset( self , pos):
self .head = cube(pos)
self .body = []
self .body.append( self .head)
self .turns = {}
self .dirnx = 0
self .dirny = 1
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下面我们先看看效果:
总结
好了蛇蛇大作战就写完啦!
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原文链接:https://blog.csdn.net/weixin_55822277/article/details/120044335